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EVER SINCE THE XBOX hit the market there has been a conspicuous shortage of RPG titles. No surprise then, that when the original version of Fable arrived on the scene just over a year ago and after a lengthy wait, it was received extremely well, selling over 1.6 million copies globally and earning widespread accolades.
There were some mutterings that the central quest was altogether too brief, but that's certainly not the case with Fable: The Lost Chapters. This time around the original game has been bulked out with extra quests, both primary and secondary, new spells, items, enemies and character customisation choices. Best of all, having undergone a graphics makeover it is now available for the PC.
For those unfamiliar with the story behind Fable, it is a fantasy RPG set in the land of Albion, which follows the life of a legendary hero in the making - from his boyhood days when he witnesses the loss of his family and the destruction of his village at the hands of bloodthirsty bandits, to his subsequent rescue and apprenticeship at the Heroes' Guild, to his graduation and ongoing quest for revenge. The hero matures into adulthood before our eyes, his physical appearance reflecting the choices he has made throughout his life
and this game is all about choices.
Your first choice is over which set of controls to employ: WASD or the arrow keys are used for movement, while the mouse governs targeting, attack and defence, and spellcasting. There are more commands to learn, of course, but the number of keys used to access them is relatively few. It only takes around 30 minutes to become comfortably acquainted with the controls, and a series of tutorials will soon see you proficient in the basics of combat: melee, ranged, and magic or Strength, Skill, and Will. The finer details are gradually introduced, allowing you plenty of time to digest all the information.
The screen layout is designed to supply key information without detracting from the view which is truly magnificent, we might add. A mini-map in one corner displays points of interest plus enemies, even if they are not in your line of sight. This may prove extremely helpful for novices, but eliminates the element of surprise. Veteran RPGers might consider this an unnecessary and undesirable feature.
Every decision you make carries consequences which will affect your hero's physical appearance and the way others perceive him. NPC reactions are probably the best indicator of his standing in Albion. While it may be fun to engage in a little wanton destruction of private property, beat up on the odd annoying villager or indulge in an occasional five-fingered discount, NPCs will quickly twig to any anti-social behaviour by mocking your hero (or worse) whenever he is in earshot. Of course, interacting with NPCs can prove a positive and rewarding experience. A little harmless flirting can make him popular with the ladies, and running around town displaying his latest trophy usually the head of some particularly fearsome creature he has slain can earn him legions of devoted fans.
The game - like many RPGs, is of a fairly linear nature but this is balanced somewhat by the many side quests, areas to visit and NPCs to interact with. Your hero can get tattoos and battle scars, change his hairstyle, bulk up his physique, buy a house, go fishing, carousing, gambling or get hitched. He can even purchase a suitably heroic name from the title vendor, though a couple of the less flattering ones aren't recommended for long term use. Folks just don't take you seriously when you bear the title of "Arseface"!
The Heroes' Guild has no particular moral stance on good or evil heroes. As long as their graduates' deeds earn renown they couldn't care less whether they chose to defend a merchant caravan, or had aligned themselves with the ruthless bandits by which it is attacked. This makes for good replay value: once you have completed the main quest as a do-gooder who has made all the 'right' choices, you can start over as a selfish, black-hearted scoundrel. Having said that, these good or evil choices make for a very 'black or white' experience. Fable: The Lost Chapters would have had far greater appeal if a third, more neutral option were available.
Quests are picked up at the Heroes' Guild, with the instructions, location and rewards for each clearly displayed on Quest Cards. Successful completion of a quest will earn gold and renown points, which serve to increase your reputation with the general populace. While your hero can teleport to any locale he has previously visited, his initial journey must be made on foot. Fortunately or unfortunately if cross country hiking is high on your list of RPG priorities - the travelling distance between towns and quest locations is relatively short, giving the game a rather compact feel.
As far as combat is concerned, we won't go into detail here (there simply isn't enough space!). Suffice it to say the system works well and you will learn everything you need to know during your hero's apprenticeship at the Guild, with some of the more advanced commands learned on a need to know basis. There's a good selection of both melee and ranged weapons to choose from, and these can be magically enhanced to inflict extra damage.
In addition to possible treasure, a defeated foe will leave behind experience globes which must be picked up to increase your hero's pool of experience points. These points can be spent at the Guild and used to improve your hero's skills and attributes.
Fable's graphics are first class. Characters possess a good range of emotions and movement, environments are richly detailed and everything is beautifully rendered. There's even a subtle shift in lighting as day slips away into night. Atmosphere-enhancing music loops in the background. Depending on the situation you might hear strains of a soothing, ethereal melody, which can switch seamlessly to a faster-paced tune heralding impending combat. Voice talent is excellent, with a clearly defined selection of rustic 'village yokels', cultured nobles and mentors, exotic foreigners, brusque guards - even mischievous children. There's plenty of variety and humour, and it all adds to the enjoyment.
It is most refreshing in this age of doom 'n' gloom epics to encounter an RPG that doesn't take itself too seriously. Granted, the central storyline may be no laughing matter, but Fable's designers clearly want us to have fun. Humorous elements shine through in the form of outspoken and eccentric NPCs, irreverent gestures, amusing side quests and numerous subtle touches that are certain to raise a smile or two. While there's probably insufficient new content in Fable: The Lost Chapters to prompt owners of the original Fable to buy (although there's always the option to trade up), we can happily recommend it to RPGers as a good, fun adventure with a solid storyline and plenty of neat features with which to play around.
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